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How We Brand Project Reality.

Posted: 2025-09-22 07:10
by papadanku
Hey everyone,

First, I would like to thank everyone who has contributed to Project Reality content so far. Our development has been much more active in recent years, and we want to showcase it to the best of our ability :)

This post briefly covers our branding style. Downloads at the bottom of this post!

FONT / TYPEFACE.

Project Reality uses the Bebas Neue font, a sans-serif, neo-grotesque typeface.

Image

I recommend League Gothic if you need an alternative to Bebas Neue that supports more languages and lowercase characters.

Image

COLOR.

We color-code team members by role.
  • Lead Developer Blue ◉ #206694
  • Developer Blue ◉ #3498DB
  • Retired Cyan ◉ #11806A
  • Tech Support Orange ◉ #A84300
  • Contributor Violet ◉ #9B59B6
  • Tester Orange ◉ #A08536
  • Community Green ◉ #1F8B4C
In our screenshots, we use the following colors for our watermark, background, and description:
  • Reality Gray ◉ #171717
  • Reality White ◉ #FFFFFF
  • Reality Blue ◉ #3DA0EC
Image

LOGO.

Image

DOWNLOADS.

Re: How We Brand Project Reality.

Posted: 2025-10-14 18:05
by Grump/Gump.45
-Can we reinforce the Combined Arms warfare branding? The player experience and player retainment is based upon combat intensity, what they can get here versus other games. The problem is players mindlessly go forward, no teamwork, no strategy.

-6 FOBs total, 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tanks + APC + IFV + logistics repair/supply + jeeps + CAS + trans trucks + trans heli + UAV.

-Save each other. Make a scanning bullet storm that has thermal vision. All around eyes on last flag from start of round as assets spawn, with main base as back up, you cannot lose if you build it.

-The only time and place you have time to safely place these assets undisturbed is surrounding your LAST FLAG from the start with super FOBs to prepare support for spawning APC then tanks

-The players need to know what and how the maximum allowed assets from FOBs, vehicles and commander work together. Its all mindless attacks with no organization, just ticket wasters playing the same way, not defending their flag.

-Also when to "shoot randomly" and what that actually is, "Combat Techniques of FIre" such as grazing fire, suppression, searching fire, recon by fire.

-How to coordinate all these together, 1 man per emplacement, from digging to fighting for efficiency, safety by spreading out, 1 man shot at per spot.

If any enemy thought going up against 1 TOW was hard, how about 3 TOW + 1 HAT + APCs. Enemy APCs die to this after crossing whole map to your last flag, yours survives then you have Tanks + APC + TOW to take out enemy tanks when they come and any enemy APCs when they respawn, ideally they should attack at same time when they respawn but that depends on if they are smart to wait for 2nd APCs to respawn if they died separate times.

-1 squad per super FOB to maximum line build perimeter with SLs touching the build perimeter edge.

-1 super FOB per area attack, 1 emplacement hit per mortar spread formation, dig up any damage immediatly to waste enemy mutions, 400 meter diameter line off 200 meter FOB center build radius

-View distance suppression and scan control, sweep and double sweep,1 bullet per square inch and height of man trajectory deep over terrain. All assets, 1 man per emplacement with armor supporting.

-As far as the maps view distance allows you to see before its foggy, then you suppress through the fog until you see enemy because they are somewhere out there 360 degrees, you are already shooting it, so you are already watching and dominating it, they see, hear it and nearly get hit but these bullet storms.

-All the benefits to this, from trolling the enemy by not showing up to any other flag, 6 FOB spawns, plus commander and SL rally, plus mainbase spawn right there, DOD edge FOBs enemy can't come behind from

-UAV is closer to the last flag so you get more fuel time to just watch over whole friendly teams 3 super FOBS which are 400 meters wide plus a 4th mortar FOB to increase enemy targeting overwhelming.

-So everyone gets UAV support, if you want UAV support you need to be working together like this surrounding last flag from the start, not be in different places across the map, just spread surrounding the flag..

-Then the effects of building maximum assets including the value and SECRET USES OF FOXHOLES, its just too much distraction to enemy and useful shielding from enemy.

-You need enough men for coverage of eyes, ears, weapons, suppression coverage and to be a shared bait potential target. 50 men defending last flag, 1 man per emplacement, ammo runners for TOW, mortars. Its just too many targets for enemy.

-No place for cowardice when somebody is sticking their neck out they cannot be alone or they get picked off

-If somebody is getting shot at you make some noise, be seen, try to take the enemy out and taking cover before or right when you get shot at. Peek-a-boo. This needs to be taught.

-Crates to AA and TOW automatically done, then wait for enemy.

-1 man digs each emplacement gets everything done in 1 minute at the same time roughly, for no more than 4 minutes of digging to complete a FOB, APC, tanks and CAS squad can assist in digging.

-Then you outnumber enemy with emplacements plus assets. 50 man defense is 50 eyes and ears.

-3 TOW plus all armor is more thermal coverage concentrated over a wide area from wide spread but mutually supporting super FOBS

-End of the manual needs to be all strategy and tip guide. Also Unicode level video tuturials based around it.

-If we can get a few rounds in, last flag. Unicode records these epic battle recorder events, then describes how each asset compliments the other in maximum emplacement and asset defense briefly.

Then showing the whole picture. Could make epic Project Reality movie tutorial. Once we get players combat experienced with and against such defenses, making all types of realizations about game function, tickets not being lost when not attacking.

The effect of retreating, running away from such firepower. Increased teamwork, increased simulated trauma for attackers, both sides feeling like they are in an episode of Band of Brothers, Generation War.

They think if they aren't attacking they won't have fun, but defending with maximum assets is more fun than attacking, sit back chill. If you want to attack, join the attacking team.

We need to try something like this, a whole game mode of AAS, where 1 team can only defend their last flag and has 10 minutes before enemy captures all the other still existing but non-attackable flags.

Re: How We Brand Project Reality.

Posted: 2025-10-17 15:34
by ALADE3N
Grump/Gump.45 wrote: 2025-10-14 18:05 -Can we reinforce the Combined Arms warfare branding? The player experience and player retainment is based upon combat intensity, what they can get here versus other games. The problem is players mindlessly go forward, no teamwork, no strategy.

-6 FOBs total, 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tanks + APC + IFV + logistics repair/supply + jeeps + CAS + trans trucks + trans heli + UAV.

-Save each other. Make a scanning bullet storm that has thermal vision. All around eyes on last flag from start of round as assets spawn, with main base as back up, you cannot lose if you build it.

-The only time and place you have time to safely place these assets undisturbed is surrounding your LAST FLAG from the start with super FOBs to prepare support for spawning APC then tanks

-The players need to know what and how the maximum allowed assets from FOBs, vehicles and commander work together. Its all mindless attacks with no organization, just ticket wasters playing the same way, not defending their flag.

-Also when to "shoot randomly" and what that actually is, "Combat Techniques of FIre" such as grazing fire, suppression, searching fire, recon by fire.

-How to coordinate all these together, 1 man per emplacement, from digging to fighting for efficiency, safety by spreading out, 1 man shot at per spot.

If any enemy thought going up against 1 TOW was hard, how about 3 TOW + 1 HAT + APCs. Enemy APCs die to this after crossing whole map to your last flag, yours survives then you have Tanks + APC + TOW to take out enemy tanks when they come and any enemy APCs when they respawn, ideally they should attack at same time when they respawn but that depends on if they are smart to wait for 2nd APCs to respawn if they died separate times.

-1 squad per super FOB to maximum line build perimeter with SLs touching the build perimeter edge.

-1 super FOB per area attack, 1 emplacement hit per mortar spread formation, dig up any damage immediatly to waste enemy mutions, 400 meter diameter line off 200 meter FOB center build radius

-View distance suppression and scan control, sweep and double sweep,1 bullet per square inch and height of man trajectory deep over terrain. All assets, 1 man per emplacement with armor supporting.

-As far as the maps view distance allows you to see before its foggy, then you suppress through the fog until you see enemy because they are somewhere out there 360 degrees, you are already shooting it, so you are already watching and dominating it, they see, hear it and nearly get hit but these bullet storms.

-All the benefits to this, from trolling the enemy by not showing up to any other flag, 6 FOB spawns, plus commander and SL rally, plus mainbase spawn right there, DOD edge FOBs enemy can't come behind from

-UAV is closer to the last flag so you get more fuel time to just watch over whole friendly teams 3 super FOBS which are 400 meters wide plus a 4th mortar FOB to increase enemy targeting overwhelming.

-So everyone gets UAV support, if you want UAV support you need to be working together like this surrounding last flag from the start, not be in different places across the map, just spread surrounding the flag..

-Then the effects of building maximum assets including the value and SECRET USES OF FOXHOLES, its just too much distraction to enemy and useful shielding from enemy.

-You need enough men for coverage of eyes, ears, weapons, suppression coverage and to be a shared bait potential target. 50 men defending last flag, 1 man per emplacement, ammo runners for TOW, mortars. Its just too many targets for enemy.

-No place for cowardice when somebody is sticking their neck out they cannot be alone or they get picked off

-If somebody is getting shot at you make some noise, be seen, try to take the enemy out and taking cover before or right when you get shot at. Peek-a-boo. This needs to be taught.

-Crates to AA and TOW automatically done, then wait for enemy.

-1 man digs each emplacement gets everything done in 1 minute at the same time roughly, for no more than 4 minutes of digging to complete a FOB, APC, tanks and CAS squad can assist in digging.

-Then you outnumber enemy with emplacements plus assets. 50 man defense is 50 eyes and ears.

-3 TOW plus all armor is more thermal coverage concentrated over a wide area from wide spread but mutually supporting super FOBS

-End of the manual needs to be all strategy and tip guide. Also Unicode level video tuturials based around it.

-If we can get a few rounds in, last flag. Unicode records these epic battle recorder events, then describes how each asset compliments the other in maximum emplacement and asset defense briefly.

Then showing the whole picture. Could make epic Project Reality movie tutorial. Once we get players combat experienced with and against such defenses, making all types of realizations about game function, tickets not being lost when not attacking.

The effect of retreating, running away from such firepower. Increased teamwork, increased simulated trauma for attackers, both sides feeling like they are in an episode of Band of Brothers, Generation War.

They think if they aren't attacking they won't have fun, but defending with maximum assets is more fun than attacking, sit back chill. If you want to attack, join the attacking team.

We need to try something like this, a whole game mode of AAS, where 1 team can only defend their last flag and has 10 minutes before enemy captures all the other still existing but non-attackable flags.
Where is branding here? Stop it.

Re: How We Brand Project Reality.

Posted: 2025-10-19 00:15
by robert357
I don't know what's worse. Wall of text that have nothing to do with the topic or same wall of text being quoted just under the original wall of text :lol:

Re: How We Brand Project Reality.

Posted: 2025-10-20 16:41
by Grump/Gump.45
robert357 wrote: 2025-10-19 00:15 I don't know what's worse. Wall of text that have nothing to do with the topic or same wall of text being quoted just under the original wall of text :lol:
Cluttering a post with another post to talk about false claims of "off topic" is worse, quoting my essay on branding strategy only reinforced it and gave it a different lighter color background to read it from. I try to provide short paragraphs of 30 seconds each, a few easy to read lines based upon feedback and my own experiences re-reading it.

Now we discuss "What is Project Reality branding" under "How we brand Project Reality" original topic title, because of you we expand this conversation. The fonts are a very small part of branding.

I will provide many points to shut down unintelligent complaints and drivel, anything further showcases lack of comprehension of the obvious points you could not figure out yourself.

This is a Combined Warfare game, that is the branding. Not arcade FPS like the incoming player base raised on Call Of Duty to Battlefield transfers we get.

I was expanding beyond the original fonts post which nobody had responded to, the real branding of why people come here to Project Reality, assets. It is not off topic of "How we brand Project Reality", just the original "fonts" post.

I was expanding into the bigger picture, to reinforce the original vision for this game under the "How We Brand Project Reality" post. Combined Arms Warfare, Realistic Gaming Redefined.

Maybe get something done that costs nothing but a bit of writing, screenshotting, video taking to showcase this.

But here you are trying to make this about me, rather than the games branding.

3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + tanks + APC + IFV + logistics supply/repairs + jeeps + CAS + UAV + trans heli + trans trucks.

There is nothing to stop.

People need to realize reality, somebody can be put in charge of something but make completely unfair, incorrect, unintelligent descisions or even make delusional claims like "off topic". Worse is them having the power to actually impose their opinion. Things people do that are bad or wrong that I don't do, endless list.

You people stare at screens all day long staying inside, scrolling brain rot posts and videos, with short attention spans of 20 second brain rot videos according to statistics.

So I don't and cannot expect anybody to have intelligent perceptions anymore, I have a flip phone and a laptop, my thoughts and time are not controlled nor consumed by brain rot.

That is why a "wall of text" bothers you, your short attention span habits. I am here to teach, clearly about everything. You don't read manual? Dev blogs? Change logs? I read all the long ones, take in the ideas, observations.

So I don't think the same way you do, where somehow the assets and the emplacements, the games contents, how its showcased in game strategy leading to player retention and more epic gameplayer is not branding in your mind.

I don't have time for people like you in my squad, no common sense, I need to tell you to put ammo on something that was dug or LAT don't wander off incase enemy APC comes along, its endless the amount of dumb things I put up with from people protesting teamwork strategy between assets.

The topic is "How We Brand Project Reality", the fact I have to explain how its not off topic, I can only wonder how long you would last in my squad before you cause unintelligent issues.

The combined arms vision was explained in detail to how each asset compliments each other and the best place to have time to accomplish maximum assets to have time before enemy arrives.

On Alliance the team with the most admins and well known players wins, I always want to be on the losing team so I can actually use these assets in combination 3 TOW + 3 AA + 6 HMG + 2 mortars to reinforce our armors fighting chances against "rush mentality" players.

The more places I put that "Combined arms vision", the more people see it, all it takes is one person to read and take one aspect needed in the moment, I personally like to shorten it to the asset equation.

The game has 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + tanks + APC + IFV + logistics supply/repairs + jeeps + CAS + UAV + trans heli + trans trucks.

This is the real branding, literally take a screen shot of all the US Army assets on Kashan STD AAS, with 3 super FOBS with everything, then a 4th mortar FOB at the last flag.

Then a video simulation of enemy attempting to attack those assets and trying to build a TOW anywhere in view of your armor and TOWs. You see enemy, they take cover then you mortar them while constantly cresting suppression onto, over cover and beyond the view distance.

Love to support assets with multiple super FOBs, because the game has it but people don't teamwork, strategize and really just blindly go forward when they can let enemy run into them.

It kills the player base, just another FPS game but it has low graphics, gives the game a lack of teamwork reputation. Lots of people cause issues and are an obstacle to teamwork not helping, taking things we need taxi them or LAt kit in your squad wandered off to "hunt APC" then APC comes to attack your squad.

Original post is discussing branding based upon fonts, I expanded the branding discussion to the bigger picture because nobody responded about fonts and couldn't possibly have a full on constructive discussion about fonts bringing in more players and improving them.

That is the purpose of a simulation, improving players and teamwork, especially a simulation that had an original vision of combined arms. It is not off topic of "How we brand Project Reality".

Some people come here and have varying levels of growth overtime, I have been playing 9 years, had "1 man per piece of cover, 1 man digs each emplacement" as standard orders for 7 years, but some people who claim to have played since 2005-2010 for 15-20 years still tolerate bunching up.

Only sad attempts at saying "Spread out" and they see nothing wrong with their whole squad putting shovels on a FOB or TOW getting everyone bunched up and blown up, not seeing the multiple benefits to foxholes secret uses, many I have listed.

Calling "fonts" branding is part of it, but not really mentally stimulating, but apart of branding, just not the type of branding discussion that brings more players, fonts has nothing to do with bringing in more players.

What is worse is posts that make the forums trivial because you all live on the internet, go from computer, to phone, to tablet, to TV always around screens all day...

Nothing is wrong with what I did, I described the way to coordinate assets for teamwork then reinforce this games mission statement of "Combined Arms warfare" beyond the few places it mentions "Combined Arms Warfare".

The player base is fluctuating downward, getting worse in individual and teamwork skill levels of coordinated asset cohesion because old players leave making the combat more vanilla FPS.

Just mindlessly going forward, bringing out 1 APC or tank at a time, rushing forward with nobody defending or leaving defenders outnumbered. I am trying to speed up the learning process for new players, simple logic.

AA protects armor, it also protects CAS and controls up to 1.5 kilometers of terrain locking through view distance. That is not in the manual. Much of it is common sense which isn't so common and I have much to teach.

I have been through this before with other unintelligent players whose whole purpose here at one point seemed to be judge posts that are better than their mediocre alcoholic minds posts, literally they would clutter a post on tactics with their judgements.

Like they cared so deeply and it hurt them because they are fragile alcoholics jealous of intelligence. You people stare at screens all day long, scrolling brain rot posts and videos, with short attention spans of 20 second brain rot videos according to statistics. That is why a "wall of text" bothers you.

Majority of people own smartphones so everyone from age 2 to 60+ years old is like that after 10 years, scrolling waiting to die and complaining unintelligently, invalidly along the way from the neurological development of this brainrot repitition for social media and gaming. Mindlessness.

The manual is a wall of text, I suppose you don't read that neither, nor any of the actual developers Blogs or other development posts, change logs with changes listed you are not aware of that I accidentally memorized the timeline of major changes people forgot or were never aware of.

There is so much more I could teach you about this place, but that would be off topic in the atoms and waves of quantum creation and consciousness, ghosts moving objects, aliens with UFO levitation, electromagnetic fields of the body, telekinesis, alien abductions, teleportation.

Quantum science of creation, 0 brain rot, fully activated brain with tons of ideas, interests and hobbies.

Psychic stuff is real and you ain't it, seeing a glimpse into your perceptions. You thought it was worth the time to claim something was falsely off topic then complain about it cluttering up a forum space which is exactly what you just did.

Hopefully you learned something today here.

Re: How We Brand Project Reality.

Posted: 2025-10-28 20:53
by Grump/Gump.45
New idea, on Amazon you can create custom banners of any size for relatively cheap with UV protection from sunlight.

There is this place Skirmish Paintball in the USA, has a 5000 person Invasion of Normandy event called ION for short, then has 2 other World War 2 scenario events with +/-1000 players, including internationals. Teamwork oriented players.

If you were to contact the Skirmish Paintball with an advertisement exchange deal, sponsoring them on the page sending them clients, then they put up a banner, put it on their news letter.

Make sure advertising is seen when you make next change log, as that is when the most eyes are on this game, then they put up a banner like this one to bring us more players.

https://www.youtube.com/watch?v=nPj5fgqScZU&t=5s


A wide variety of skills and vocations will come, plus people who maybe willing to put their heart and money into supporting this game making donations.

You may be able to build a team that can discuss Virtual Reality development, limits and capabilities out of them. To do that you need a player base and reputation.

So this free game can finally have what it needs after the technology has become available now to do that in this ERA. 2.0 factions, FPVs.

Then transfer it into a paid virtual reality game, using assistance software to complete the game, maybe even just take a whole 3D map scan and improve the graphics then put all the VR controls into it.

This game is great for if you are traveling and just bringing a laptop.

No game has officially done FPVs.

The branding of this game should include skills like camouflage, tree climbing, playing dead, combined arms warfare, firepower, epic fire fights, 3D combat simulator, Michael Bay movie explosion events.

Project Reality is the original, the 1st of its kind from 2005 off the 1st game it could be made off of.
Battlefield 2.

So we need to brand and market the teamwork skills, the individual lethal and survival skills. Training down to the basics of listening for footsteps, armor, suppression, combat techniques of fire field manual "Grazing fire" and asset teamwork.